IObjectInterface.h 3.1 KB

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  1. /*
  2. * IObjectInterface.h, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #pragma once
  11. #include "../NetPacksBase.h"
  12. VCMI_LIB_NAMESPACE_BEGIN
  13. struct BattleResult;
  14. struct UpgradeInfo;
  15. class CGObjectInstance;
  16. class CRandomGenerator;
  17. class IGameCallback;
  18. class ResourceSet;
  19. class int3;
  20. class MetaString;
  21. class DLL_LINKAGE IObjectInterface
  22. {
  23. public:
  24. static IGameCallback *cb;
  25. virtual ~IObjectInterface() = default;
  26. virtual int32_t getObjGroupIndex() const = 0;
  27. virtual int32_t getObjTypeIndex() const = 0;
  28. virtual PlayerColor getOwner() const = 0;
  29. virtual int3 visitablePos() const = 0;
  30. virtual int3 getPosition() const = 0;
  31. virtual void onHeroVisit(const CGHeroInstance * h) const;
  32. virtual void onHeroLeave(const CGHeroInstance * h) const;
  33. virtual void newTurn(CRandomGenerator & rand) const;
  34. virtual void initObj(CRandomGenerator & rand); //synchr
  35. virtual void setProperty(ui8 what, ui32 val);//synchr
  36. //Called when queries created DURING HERO VISIT are resolved
  37. //First parameter is always hero that visited object and triggered the query
  38. virtual void battleFinished(const CGHeroInstance *hero, const BattleResult &result) const;
  39. virtual void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const;
  40. virtual void garrisonDialogClosed(const CGHeroInstance *hero) const;
  41. virtual void heroLevelUpDone(const CGHeroInstance *hero) const;
  42. //unified helper to show info dialog for object owner
  43. virtual void showInfoDialog(const ui32 txtID, const ui16 soundID = 0, EInfoWindowMode mode = EInfoWindowMode::AUTO) const;
  44. //unified interface, AI helpers
  45. virtual bool wasVisited (PlayerColor player) const;
  46. virtual bool wasVisited (const CGHeroInstance * h) const;
  47. static void preInit(); //called before objs receive their initObj
  48. static void postInit();//called after objs receive their initObj
  49. template <typename Handler> void serialize(Handler &h, const int version)
  50. {
  51. logGlobal->error("IObjectInterface serialized, unexpected, should not happen!");
  52. }
  53. };
  54. class DLL_LINKAGE ICreatureUpgrader
  55. {
  56. public:
  57. virtual void fillUpgradeInfo(UpgradeInfo & info, const CStackInstance &stack) const = 0;
  58. virtual ~ICreatureUpgrader() = default;
  59. };
  60. class DLL_LINKAGE IBoatGenerator
  61. {
  62. public:
  63. virtual ~IBoatGenerator() = default;
  64. virtual const IObjectInterface * getObject() const = 0;
  65. virtual BoatId getBoatType() const = 0; //0 - evil (if a ship can be evil...?), 1 - good, 2 - neutral
  66. virtual void getOutOffsets(std::vector<int3> & offsets) const = 0; //offsets to obj pos when we boat can be placed
  67. int3 bestLocation() const; //returns location when the boat should be placed
  68. enum EGeneratorState {GOOD, BOAT_ALREADY_BUILT, TILE_BLOCKED, NO_WATER, UNKNOWN};
  69. virtual EGeneratorState shipyardStatus() const;
  70. void getProblemText(MetaString &out, const CGHeroInstance *visitor = nullptr) const;
  71. };
  72. class DLL_LINKAGE IShipyard : public IBoatGenerator
  73. {
  74. public:
  75. virtual void getBoatCost(ResourceSet & cost) const;
  76. static const IShipyard *castFrom(const CGObjectInstance *obj);
  77. };
  78. VCMI_LIB_NAMESPACE_END